New! D&D 3E rules for deities and clerics!
With the release of third edition Dungeons & Dragons, you will see more and more of the World of Raskia converted to the new rules! Below you will find the new 3rd Edition stats for the deities. Also, there is a handy chart and a list of new Cleric Domains.


The Raskian Pantheon

There are two known pantheons existing on the Raskian continent. The first consists of those deities worshiped primarily by the Geirlish and Russk people.

Goag

(GO ag)

Goag is the father of Kuthra and Ase, and is known to be highly revered by the Kvells and Russks. His priests are usually seen in port towns and on ships, and are responsible for ceremonies involving ship christenings and marriages at sea. Most captains won't set sail until they receive a blessing from one of Goag's priests and hear a favorful augury to boot.

Goag is usually depicted as a large, powerful man with a flowing beard made of kelp and a crown of fish swimming about his head. His home is said to be a massive coral palace in the deepest part of the sea.

Alignment: Neutral
Symbol: Three dolphins swimming in a circle.
Domains: Water, Air, Travel
Favored Weapons: Trident, Net

Goag's Priesthood

For the past five or six hundred years, the number of Goag's active worshipers has been declining. It has always been the policy that those seeking Goag's favor for mercenary means have been ignored, and it is only those who come to him out of a true love for the sea that are granted any say over his domain. The major center of worship these days is the city of Anteel, a few days northeast of Tannik.

Kuthra

(KOO thruh)

The king of the gods, Kuthra is the husband of Ase and rules over royalty and ancestors. Every day he watches over his people as he takes the form of the sun and travels across the sky.

Kuthra's priests nearly always belong to the upper classes and are visited by rulers, merchants, and other wealthy people for spiritual guidance and advice. Many believe that by praying to Kuthra they can receive the strength and wisdom of their ancestors when it is most needed.

His priests bear a great many responsibilities. They oversee coronations and funerals and often serve as advisors to people of any rank. All Raskian paladins to date have worshiped and followed Kuthra. They follow the normal paladin rules outlined in the Player's Handbook.

Alignment: Lawful Good
Symbol: A golden disk, representing the sun.
Domains: Good, Law, Sun, War
Favored Weapons: Longsword, Lance

The Order of Kuthra

Based out of Tannik is Kuthra's major priestly order. They are very politically inclined, and members of the Order of Kuthra hold political and administrative offices as well as overseeing many public political ceremonies. This order is made up entirely of male priests and is headed by the Grand Patriarch. Regions and major cities are then under the jurisdictions of Patriarchs, who each administer a number of Deacons.

The Militant Order of the Knights of Kuthra

More commonly known as simply the Knights of Kuthra, this order of paladins and fighters dedicated to Kuthra's service is also based out of Tannik. It is under the command of the Grand Master in Tannik, but owes fealty to the Emperor of East Geir and the Grand Patriarch of the Order of Kuthra. These warriors are feared and throughout Raskia and are well-known for their vigilance and zealous pursuit of the Kuthran ideal.

Elgoth

(ELG)

An ancient deity recently rediscovered, Elgoth is the patron deity of the Russks much like Kuthra is of the Geirlish. He is said by Russks to have anciently ruled over the sun and the sky before the coming of Kuthra, and now watches over the people themselves. Being recently rediscovered in the world, his worship is confined to small cults, and no leadership or central organization has arisen to lead His followers.

His ancient priests are believed to have been the sorcerors and leaders of the Russks, and it is said that among the Russks he has some claim to the realms of magic. Thus, Elgoth's reappearance contests both Kuthra and Ase as the primary deity of the southern regions.

Alignment: Lawful Neutral
Symbol: A crescent moon and a coiling snake, representing the sky over which Elgoth rules.
Domains: Law, Protection, Sun, Magic
Favored Weapons: Heavy Mace, Morning Star

Ase

(AH say)

While originally seen as a nurturing mother, the moon goddess Ase is now viewed with fear and respect. In addition to the moon, Ase rules over magic, madness, and lycanthropy. Her priestesses are easily visible as they all wear striking robes of white which seem to almost glow of their own accord.

Ase is a distant deity, worshiped primarily by Her priestesses and given lip service by wizards and sorcerors. She is ignored by commoners unless some urgent business seems to require her intervention. Lycanthrope and witch hunters also pray to Ase for guidance.

Alignment: Neutral
Symbol: A white or silver disc representing the moon.
Domains: Magic, Moon, Trickery
Favored Weapons: Bow, Spear

The Order of Ase

Politically, said to be one of the most powerful of all the religious orders, the Order of Ase is composed entirely of women and is based in Tannik. Known for their brilliant white robes and deceptively innocent demeanors, this order is responsible for the policing of the Argent Tower. It is for their efficiency and swiftness in this regard that many have learned to take this once-disregarded order very seriously.

Since their rise to power, the Order of Ase has opened schools for young girls in all of Raskia's major cities. This has attracted a great number to join the Order and caused a drastic growth that has undoubtedly left many rulers and nobles feeling more than a bit uneasy.

Aggrek

(AG rek)

This war-loving god is the twin brother of Hadwn and shares his realm in the depths of the earth. He is portrayed as a scarlet-skinned giant with three heads and six arms, screaming for blood and weilding a different gory weapon in each of his hands. Unlike other deities, Aggrek encourages his priests to wage war upon one another. As such, there are at least thirty known sects of Aggrek's followers. The most important of these are Kardosan, Tannite, Cadoshan, and Elgite.

Aggrek is one of the Kvells' most beloved deities, and it is believed that each of their clans has a sect of its own. If this is true, it could shoot the number of known Aggrekite sects into the hundreds.

Alignment: Chaotic Evil
Symbol: A small effigy of himself, usually customized depending on the sect.
Domains: War, Chaos, Protection
Favored Weapons: All of them!

Garamond

(GAH ra MOND)

For many ages, Garamond was a lost god. In the ancient tales, he was referred to as the "Unnamed God" or the "Nameless One", but some years ago a hidden cult in Attregna came across a lost parchment bearing His name. Uttering it aloud, the power of Garamond was once again allowed to take root in the world. Those who hunger for power can forsake all that is good by calling upon His dark name.

Little is known of this dark god. Apparently, his powers of deceit were once so great that he turned the Knights of Kuthra away from their holy mission and caused them to commit many evil acts. Some scholars believe he was a Geirlish demon given godlike powers through some fell ancient ceremony. It is said he now rules over all demons and fiends, and they rally to his standard.

Alignment: Lawful Evil
Symbol: A night-black Sun
Domains: Evil, Destruction, Trickery, Fire
Favored Weapons: Scourge, whip, heavy flail

Pykano

(pih KAN oh)

This is a god with two sides: first, Pykano the happy-go-lucky gambler, running arm-in-arm with his wife Nunea and drinking wine with his grandfather Goag. Second, Pykano the somber and serious farmer, constantly fretting over his crop. The last few centuries have seen Pykano's flock grow by leaps and bounds. He is seen as the "people's god", and the commoners love him.

Pykano's priests seem to be everpresent in smaller communities. They fill in the holes where other priests are absent, performing marriages, baptisms, annointments, and blessings. They fill a major role in the seasonal harvest festivals and often make the rounds during planting season giving good words to the local farmers.

Legends say he lives deep in the Nunean Woods, where he frolicks with his wife and the elves. All halfling priests follow Pykano.

Alignment: Neutral
Symbol: A silver sickle and a sheaf of wheat.
Domains: Luck, Harvest, Earth, Plant
Favored Weapons: Sickle, flail, scythe

Nunea

(noo NEE ah)

This mysterious nature goddess is often represented as a woman formed entirely of greenery. Her great power is called upon by those living near the edges of civilized land. She is said to be worshiped by the elves, and the gnomes seem to revere her quite a bit, as well. She rules over nature, forests, and animals and is married to Pykano.

Alignment: Neutral
Priests's Stats: Nunea's priests are identical to druids.

The Druidic Order

Throughout Raskia, the Druidic Order which worships Nunea is the only priesthood known to be universally recognized and represented. Never has one of Nunea's druids been found that did not fit somewhere within the Order's hierarchy. In many cases, especially in heavily forested areas, Druids have become Magistrates or protectors for small farming villages. For more details about the Druidic hierarchy, consult the Player's Handbook.

Hadwn

(HAD oo in)

Hadwn is the god of death and the Underworld, and rules over the subterranean land of the dead named for him. As the God of Death, Hadwn is also the master of prophecy and Fate, and it is said that in the Hall of the Dead he keeps a long scroll describing the last moment of every man in Raskia. He is depicted as a tall, solemn man in dark robes who rarely speaks. His relation to the other deities is never entirely clear. He is either the twin brother or eldest son of Kuthra, and sometimes is said to be the father of some of the other deities, Yvyx and Pykano in particular.

Rather than being feared as are most death gods, Hadwn is respected and honored by every culture in Raskia. It is always a good omen to have Hadwn and his priests on your side.

Alignment: Neutral
Symbol: A stylized skull in a ring of chains.
Domains: Death, Knowledge, Protection
Favored Weapons: Greataxe

The Church of Hadwn

Not centrally based, but present in every major city and many smaller communities, the Church of Hadwn is rich in tradition and custom. Usually, Hadwn's churches are locally known for their impressive libraries and learned, reclusive scholar-priests.

Hadwn's priests reside over a number of ceremonies, including the annointing of warriors, marriages, funerals, coronations, baptisms, and anywhere else where future fortune is wished. However, Hadwn requires a number of odd taboos of his priests:

  • They are never allowed to cut their hair, although they are not required to wear a beard. Most wear their hair in a long braid, wrapped around their neck.
  • They are required to pray vigorously three times per day: once at dawn, once at noon, and once at dusk.
  • They must celebrate a separate holy day in the Spring and Fall to honor Hadwn and those who have passed over to his realm.

Chastaine

(chas TAYN)

When a person is "blessed by Chastaine", they are usually artists, philosophers, wisemen, or architects of a very high calibre. The goddess Chastaine is portrayed as a woman of great beauty who lives in a castle nestled high in the clouds. She rules over all things artistic, creative, and scholarly and is the patron deity of bards, sages, and engineers.

The Hossacks know Chastaine as Shastania. In their land she is a much more important goddess and stands next to Elgoth in importance.

To the gnomes, Chastaine is the Bridgebuilder. She is portrayed as an elderly male gnome whose gnarled staff conveys visions of invention and genius to any gnome it touches. The cadre of gnomish priest-engineers who worship Chastaine are called the "Bridgebuilders".

Alignment: Chaotic Good
Symbol: A woman's head with flowing blonde hair. To gnomes, a gnarled staff crossed with a mallet and chisel.
Domains: Craft, Travel, Knowledge
Favored Weapons: Quarterstaff, Hammer

Troubadours of Chastaine

A sort of Bardic College, the Troubadours of Chastaine are an order of religious bards and priests dedicated to the arts. They travel across Raskia sharing their original songs and poems, learning new ones, and making friends wherever they go. It is said that these days, a Troubadour of Chastaine is safe even in Kvell territory.

Because they are so well-traveled and somehow well-organized at the same time, the Troubadours of Chastaine are a valuable information-gathering organization. Many rulers in the past have paid great sums of money to hear what they have to say.

The Bridgebuilders

Chastaine, or the Bridgebuilder, is the primary deity of Raskia's gnomes. They worship her in their own way, and usually every Gnomish craftsman has a shrine to Bridgebuilder in her workshop. However, there is a group of gnomish priests who have taken their reverence even further. They call themselves the Bridgebuilders.

Taking vows of poverty, the Bridgebuilders turn their backs on their gnomish greed for gems and wealth. Instead they travel the countryside going from town to town, where they perform charitable deeds by building and repairing fences, mills, bridges, irrigation ditches, and other feats of engineering that simple villagers and farmers are often unable to afford. In addition, they bring new technology and tools to outlying communities that would otherwise not have access to these advances.

Bridgebuilder caravans are quite impressive -- a motley line of patchwork wagons drawn by mules and donkeys, filled with scraps of building materials, portable smithies, and miniature sawmills. They are a welcome sight in any farming community and are always welcomed with open arms.

Bryonia

(bry OH nee ah)

Like Chastaine, Bryonia is represented as a beautiful, charismatic woman. It is she who is responsible for love, and in her kindness watches over pregnant women, mothers, and young lovers. However, Bryonia also has a darker side. Those who fail to offer her gifts and sacrifices often find that their love affairs go astray, or even worse, they have complications in childbirth that often lead to permanent injury or death.

For a long, long time, Bryonia was the favorite of all the Raskian goddesses, and some very old legends tell of her being the consort of Goag, and sometimes even of Kuthra. About fifteen hundred years ago, the Order of Ase began to gain in prominence and Bryonia fell out of favor. However, to this day her priestesses are well-known for their valuable advice and pleasurable companionship.

Bryonia's priests and priestesses are midwives and counselors, known to give aid to those in Bryonia's grip.

Alignment: Chaotic Neutral
Symbol: Two conjoined circles, one silver, one gold.
Domains: Emotion, Healing, Animal
Favored Weapons: Dagger

Church of Bryonia

A small religious order known mostly in Isengroth and the Russk nations, the Church of Bryonia is well-loved by the people. The church contains both men and women, but only women are allowed to progress into the upper levels of the priesthood. They serve as midwives, counselors, and charity workers. The church is lead by the High Priestess, whose main seat is in Brell.

The Ancient Temple of the Passions of Bryonia

Many years ago, a group of Bryonian priestesses came to the conclusion that the intense emotions and desires that accompanied their worship were actually a test sent by the Goddess of Love. They built a temple in southern Isengroth where they taught a strict regiment of exercise, diet, and meditation the purpose of which was to unify the spirit and the body, and achieve perfect control over one's emotion.

This strict order gained some amount of popularity, and for a time the graduates of this temple were highly sought as concubines, wives, and counselors for their unique insight into the human condition. However, eventually scandal and pressures from the Order of Ase forced the students of this temple into seclusion, and today they exist only as rumor and legend.

Yvyx

(EE vix)

Like many of the Raskian deities, Yvyx has two sides. His most well-known is the trickster. He is infamous for his pranks and mischievous plots. It is this facet of the god which is revered by thieves and other rogues. Yvyx's other side is that of the shrewd merchant, whose scheming always results in great financial gain. This is the side most worshiped by many of Raskia's merchants and peddlers.

Yvyx is portrayed as either a sneaky, slinky man continually shrouded by shadows, or as an upright, richly dressed merchant draped in gold and jewels.

Alignment: Chaotic Neutral
Symbol: A gold coin adorned with a man's face. Half of the face is shadowed, half brightly lit.
Domains: Luck, Trickery, Knowledge, Chaos
Favored Weapons: Rapier

The Syndicate

While not strictly a priesthood, it should be noted that this universally known guild of merchants is headed by a trio of powerful priests, all dedicated to Yvyx. They are based in Brell, but their fingers are spread throughout Raskia. Every major shipping line and trading route is at least partially controlled by the Syndicate, and their only major competition in the merchanting business is the Gnomish Consortium.

Rumors abound of the Syndicate's darker side. Some say they fund thieves' guilds and use unsavory means to achieve their goals. There is even talk of a secret cadre of highly trained assassins and rogue wizards, waiting to do the Syndicate's bidding. However, their obvious wealth and political power have caused even the mightiest of kingdoms to be an occasional Syndicate bedfellow.

Major Deities
Name Alignment Domains Favored Weapons
GoagNeutral Water, Air, TravelTrident, Net
KuthraLawful Good Law, Sun, Good, WarLongsword, Lance
ElgothLawful Neutral Law, Protection, Sun, MagicMace, Morning Star
AseNeutral Magic, Moon, TrickeryBow, Spear
AggrekChaotic Evil War, Chaos, ProtectionAll of them!
GaramondLawful EvilEvil, Destruction, Trickery, FireScourge, whip, flail
PykanoNeutral Luck, Harvest, Earth, PlantSickle
NuneaNeutral as Druidas Druid
HadwnNeutral Death, Knowledge, ProtectionGreataxe
ChastaineChaotic Good Craft, Travel, KnowledgeQuarterstaff
BryoniaChaotic Neutral Animal, Healing, EmotionDagger
YvyxChaotic Neutral Luck, Trickery, Knowledge, ChaosRapier

Domains listed in bold are new domains, and are described below.


New Domains
Moon Domain Emotion Domain

Like the Sun Domain focuses on light and burning, the Moon Domain focuses on darkness and insanity. Ase, the Moon Goddess, is known for these things.

Deities: Ase
Granted Powers: Darkvision. Clerics of the Moon Domain can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and these Clerics can function just fine with no light at all.
Rebuke or command lycanthropes as an evil cleric rebukes undead. Lycanthropes are seen as abominations in the eyes of Ase. Use this ability a total number of times per day equal to 3 + your Charisma modifier.

Moon Domain Spells

  1. Faerie Fire. Outlines subjects with light, canceling blur, concealment, etc.
  2. Darkness. 20-ft. radius of supernatural darkness
  3. Fear. Subjects within cone flee for 1 round/level
  4. Confusion. Makes subject behave oddly for 1 round/level
  5. Nightmare. Send vision dealing 1d10 damage, fatigue
  6. Shadow Walk. Step into shadow to travel rapidly
  7. Insanity. Subject suffers continuous confusion
  8. Demand. As sending, plus you can send suggestion
  9. Weird. As phantasmal killer, but affects all within 30 ft.

In ancient times the gods ruled over man's passions, eliciting foolishness and bravery in the face of adversity and doom. Bryonia, the Goddess of Love and Passion, rules over the hearts of men.

Deities: Bryonia
Granted Powers: Counter enchantments. Channel stored spell energy into countering Enchantment spells. For example, if a wizard is casting Suggestion, the Cleric could "lose" a prepared 3rd level spell to counter it as a normal counterspell.
Independent Will. Gain a +2 bonus to save against all Enchantment spells.

Emotion Domain Spells

  1. Charm Person. Make one person your friend.
  2. Enthrall. Captivates all within 100 ft. + 10ft/level.
  3. Emotion. Arouses strong emotion in subject.
  4. Charm Monster. Makes monster believe it is your ally.
  5. Dominate Person. Controls humanoid telepathically.
  6. Geas/Quest. Command any subject to perform a task.
  7. Demand. As sending, plus you can send suggestion
  8. Binding. Array of techniques to imprison a creature.
  9. Dominate Monster. As dominate person, but any creature.
Craft Domain Harvest Domain

Some deities are dedicated to creation and invention, to building and art and acts of creativity and discovery.

Deities: Chastaine
Granted Powers: All Craft skills are Class skills. In addition, the Cleric gains a +2 bonus to all Craft skills and an additional +2 bonus to Appraise.

Craft Domain Spells

  1. Unseen Servant
  2. Make Whole
  3. Shrink Item
  4. Minor Creation
  5. Major Creation
  6. Fabricate
  7. Refuge
  8. Simulacrum
  9. Polymorph Any Object

This Domain was created by Judson Powers and is used here with his permission.

To farmers and others living off of the land, Clerics with power over plants are seen as a great necessity, and the deities that grant these powers as vital.

Deities: Pykano
Granted Powers: Profession(farmer), Knowledge(nature), and Wilderness Lore are Class skills. In addition, the Cleric receives a +2 bonus to Profession(farmer) and Knowledge(nature).

Harvest Domain Spells

  1. Goodberry
  2. Speak With Plants
  3. Plant Growth
  4. Control Plants
  5. Commune With Nature
  6. Liveoak
  7. Control Weather
  8. Command Plants
  9. Shambler

This Domain was created by Judson Powers and is used here with his permission.

Erik Arneson
Last modified: Thu Oct 9 07:52:03 PDT 2003